[360] Forza Motorsport 3

How sure are you that FM2 shipped with no MSAA? I could be mistaken, but I thought it shipped with variable rate (announced in a Japanese article) between 1x (none) to 4x, later being patched upward.

Upwards of 4x? Are there any other 360 games that use more than 4xMSAA?
 
- sigh- they're all from Prologue (u can see the Suzuka track in the first 3 pics).

And they're all in game, except maybe the last one, the other all show a full HUD.

yes i know they are, and you first were talking about GT5 and not GT5p.

and this comparison was pretty good BUT this was comparison was started by judging a print-screen of a none finished game.

and the poly count is pretty high up there, but as far as textures are concerned you're not going to really see them crisp looking through a picture of a video. are you?

EDIT,

and there IS a pretty high chance that this vid of the veryon is old cause there are shots of other cars in their cockpit modes....and they don't appear to look like that print screen i made.
2rc31hv.jpg


comparisons although they are fun to do we can't do them just yet.
 
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Upwards of 4x? Are there any other 360 games that use more than 4xMSAA?

No, the max Xenos does is 4x

yes i know they are, and you first were talking about GT5 and not GT5p.

and this comparison was pretty good BUT this was comparison was started by judging a print-screen of a none finished game.

and the poly count is pretty high up there, but as far as textures are concerned you're not going to really see them crisp looking through a picture of a video. are you?

comparisons although they are fun to do we can't do them just yet.

Well obviously GT5, will look better than Prologue which was released last year. So the interiors in the final game will look at least as good as this.

And with regards to Forza 2 poly counts (which is the basis your 1,000,000 poly figure). This post from an old thread discussing the wireframe models in F2:

forza-motorsport-2-20060817105852043.jpg


I'm pretty certain those are in game models.

Don't see any reason why they can't be 50k poly cars, probably less though (I'd guess those are 20-30k models). A quick rough count would put each wheel at around 2k (counting segments etc). As mentioned in the interview, poly counts really don't matter too much, it's all fillrate and what you do with the pixels.

For comparison, the stanford bunny is a good example, it's 68k polygons, (wireframe).
I managed to get it rendering at 1500fps, which is around about 105 million/tris/sec. (x1800xl) So you can see it's no trouble really. (pic). 12 50k poly cars at 60fps is 36 million tris/sec, making it quite possible. I've had 20 bunnies rendering full screen at over 60fps as well.
 
Upwards of 4x? Are there any other 360 games that use more than 4xMSAA?

Sorry, "upwards" was a reference to the min. range. i.e. FM2 runs with some MSAA all the time whereas at launch it could run with 1x (none) to 4x. Sorry for not being clearer. I am almost certain FM2 is running with 4x at times (if not always), but big problem is the MRT aren't and the "HDR" resolve they are using isn't anti-aliased and it looks really bad due to the contrast.
 
Btw, that new FMIII video is encoded pretty poorly. I was pausing to check things out and the macro-blocking and other encoding issues are still pretty bad. Blim, we need you to do a proper job! Surprising they would distribute media that looks that poor.
 
I disagree with the AA going up as high as 4x in Forza 2. The only time I would say 4xAA being present is in the replays (and i've basically only been playing F2 for the past 3 months, want to get the achievements before I trade it in for F3)

I found this post & it's response in the old F2 thread too:

Didn't the devs say "dynamic MSAA" from 0x - 4xAA ingame depending on the load? Looks more like 0xAA 90% of the time to me...

that was not final/inaccurate info.

final was 2xAA in game.... 4xAA replay... which is what the demo is. so you must not be seeing it right.
 
"I'm pretty certain those are in game models.

Don't see any reason why they can't be 50k poly cars, probably less though (I'd guess those are 20-30k models). A quick rough count would put each wheel at around 2k (counting segments etc). As mentioned in the interview, poly counts really don't matter too much, it's all fillrate and what you do with the pixels.

For comparison, the stanford bunny is a good example, it's 68k polygons, (wireframe).
I managed to get it rendering at 1500fps, which is around about 105 million/tris/sec. (x1800xl) So you can see it's no trouble really. (pic). 12 50k poly cars at 60fps is 36 million tris/sec, making it quite possible. I've had 20 bunnies rendering full screen at over 60fps as well."



the pictures of the rabbit really wouldn't apply to forza's cars cause of two reasons,

1, the rabbit's exterior was modeled, there was no interior modeling inside of the rabbit. (so naturally all of the polygons go to the exterior shell)

2, the rabit was done in triangles......(it takes two triangles to make a polygon, twice the mess)
 
How sure are you that FM2 shipped with no MSAA? I could be mistaken, but I thought it shipped with variable rate (announced in a Japanese article) between 1x (none) to 4x, later being patched upward.

Not 100% sure. I might even be confusing the demo with the full game at this point. So you may be right. I did get the game and the demo at the moment it came out in Europe though, but it's been a while.
 
Not 100% sure. I might even be confusing the demo with the full game at this point. So you may be right. I did get the game and the demo at the moment it came out in Europe though, but it's been a while.
I seem to recall that when the demo first came out it didn't have antialiasing; shortly after it was added into it via a patch. When the game launched a bit later on, it had the variable antialiasing from the start.
 
Ok, and if that then later was patched to what interference quoted, then I think we've got it all sorted. :D

final was 2xAA in game.... 4xAA replay... which is what the demo is. so you must not be seeing it right.
 
the pictures of the rabbit really wouldn't apply to forza's cars cause of two reasons,

1, the rabbit's exterior was modeled, there was no interior modeling inside of the rabbit. (so naturally all of the polygons go to the exterior shell))

While that is true, when youre in the cockpit it doesn't render the outside beyond your FOV.


2, the rabit was done in triangles......(it takes two triangles to make a polygon, twice the mess)

So is that F2 and F3 mesh model that has been posted here. Also AFAIK one triangel is one polygon however a polygon can also be made out of two triangels.

Whenever I have seen tesselation in use the wireframe has always looked like this -> this
 
Good to see that the AA question has been sorted, I was sure Forza 2 doesn't have variable AA in-game.

If Forza 3's in-game rendering res/AA is unchanged from F2, how come the car models look so much cleaner? In those recent vids the car models had less aliasing that even PGR4, and that used 4x AA

I think AlStrong is asking Che over on GAF if T10 is using the tesselator for Forza 3, which would shed more light on the 10x polys question.
 
Good to see that the AA question has been sorted, I was sure Forza 2 doesn't have variable AA in-game.

If Forza 3's in-game rendering res/AA is unchanged from F2, how come the car models look so much cleaner? In those recent vids the car models had less aliasing that even PGR4, and that used 4x AA

I think AlStrong is asking Che over on GAF if T10 is using the tesselator for Forza 3, which would shed more light on the 10x polys question.

The big problem in FM2 is not the general AA, but the use of specifics zones on cars for the reflexions who don't have AA, and also increase the light to a very white shining and these zones was the more visible when you follow others cars (some cars have the feeling of be less AA, but it's more due to the design of the cars who don't show the reflective zones).
It's seem that in FM3 they abandon these "reflective zone" for a more global car reflexion?
 
Forza 3 demo coming September 24. Includes the Camino Viejo track and the following cars...

2007 Porsche #80 Flying Lizard 911 GT3-RSR
2010 Audi R8 5.2 FSI quattro
2009 Ferrari California
2008 Mitsubishi Lancer Evolution X GSR
2009 Mini John Cooper Works

Source: Worth Playing

Can't wait to try it out.

Tommy McClain
 
I'll try it out. I better not like it because I don't have the time or money to play it on top of all the other games I want.
 
Does it have online MP?

@Scott_Arm: You are getting it, just get over that fact now, ok? Robert, Castaway, NavNuc, Timber, and the rest of the crew need you ... to finish last :p

Btw, as nice as the game is shaping up it is really clear that this generation of consoles has a lot to work on in regards to IQ and LOD. The photomode really shows how the assets are great but the realtime rendering can use some more umph.
 
Btw, as nice as the game is shaping up it is really clear that this generation of consoles has a lot to work on in regards to IQ and LOD. The photomode really shows how the assets are great but the realtime rendering can use some more umph.

Or you could just say that the assets are strongly optimised for non-realtime rendering. You could say the same about all the other photo-modes that use multiple frames of rendering budgets after all, and that could remain true of any generation, just as it has been true of any generation. Never mind the obvious GT4 on PS2 Photo Mode example, I remember the Atari ST game Captain Blood where you flew over a wireframe of a planet's surface, and if you felt like it, you could hit space and wait for a few seconds while the game (procedurally) rendered an actual terrain.
 
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